Abstract
Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual's ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design process wherein we leveraged user research to identify design criteria, and then developed a paper-based quick-start guide to aid older adults in performing gestures associated with exergames played on the Xbox 360 with Kinect. Our prototype quick-start guide provides information on getting started, troubleshooting tips, and common gestures depicted through images, diagrams, and text. We discuss the evaluation of various formats of this guide as part of the iterative process to identify a quick-start guide most helpful in supporting gesture performance.
Original language | English (US) |
---|---|
Title of host publication | Proceedings of the Human Factors and Ergonomics Society 2017 International Annual Meeting, HFES 2017 |
Publisher | Human Factors an Ergonomics Society Inc. |
Pages | 32-36 |
Number of pages | 5 |
ISBN (Electronic) | 9780945289531 |
DOIs | |
State | Published - Jan 1 2017 |
Event | Human Factors and Ergonomics Society 2017 International Annual Meeting, HFES 2017 - Austin, United States Duration: Oct 9 2017 → Oct 13 2017 |
Publication series
Name | Proceedings of the Human Factors and Ergonomics Society |
---|---|
Volume | 2017-October |
ISSN (Print) | 1071-1813 |
Other
Other | Human Factors and Ergonomics Society 2017 International Annual Meeting, HFES 2017 |
---|---|
Country | United States |
City | Austin |
Period | 10/9/17 → 10/13/17 |
Fingerprint
ASJC Scopus subject areas
- Human Factors and Ergonomics
Cite this
Developing a quick-start guide to aid older adults in interacting with gesture-based video games. / Harrington, Christina N.; Hare, Kristin J.; Rogers, Wendy.
Proceedings of the Human Factors and Ergonomics Society 2017 International Annual Meeting, HFES 2017. Human Factors an Ergonomics Society Inc., 2017. p. 32-36 (Proceedings of the Human Factors and Ergonomics Society; Vol. 2017-October).Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
}
TY - GEN
T1 - Developing a quick-start guide to aid older adults in interacting with gesture-based video games
AU - Harrington, Christina N.
AU - Hare, Kristin J.
AU - Rogers, Wendy
PY - 2017/1/1
Y1 - 2017/1/1
N2 - Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual's ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design process wherein we leveraged user research to identify design criteria, and then developed a paper-based quick-start guide to aid older adults in performing gestures associated with exergames played on the Xbox 360 with Kinect. Our prototype quick-start guide provides information on getting started, troubleshooting tips, and common gestures depicted through images, diagrams, and text. We discuss the evaluation of various formats of this guide as part of the iterative process to identify a quick-start guide most helpful in supporting gesture performance.
AB - Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual's ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design process wherein we leveraged user research to identify design criteria, and then developed a paper-based quick-start guide to aid older adults in performing gestures associated with exergames played on the Xbox 360 with Kinect. Our prototype quick-start guide provides information on getting started, troubleshooting tips, and common gestures depicted through images, diagrams, and text. We discuss the evaluation of various formats of this guide as part of the iterative process to identify a quick-start guide most helpful in supporting gesture performance.
UR - http://www.scopus.com/inward/record.url?scp=85042500560&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85042500560&partnerID=8YFLogxK
U2 - 10.1177/1541931213601503
DO - 10.1177/1541931213601503
M3 - Conference contribution
AN - SCOPUS:85042500560
T3 - Proceedings of the Human Factors and Ergonomics Society
SP - 32
EP - 36
BT - Proceedings of the Human Factors and Ergonomics Society 2017 International Annual Meeting, HFES 2017
PB - Human Factors an Ergonomics Society Inc.
ER -